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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp400
1 files changed, 204 insertions, 196 deletions
diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
index 65b8053810..f899f7f078 100644
--- a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
@@ -23,11 +23,10 @@
namespace DX11
{
-
GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
-UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
+UidChecker<GeometryShaderUid, ShaderCode> GeometryShaderCache::geometry_uid_checker;
const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
ID3D11GeometryShader* ClearGeometryShader = nullptr;
@@ -35,241 +34,250 @@ ID3D11GeometryShader* CopyGeometryShader = nullptr;
LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
-ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader: nullptr; }
-ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr; }
+ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
+{
+ return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader : nullptr;
+}
+ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
+{
+ return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr;
+}
ID3D11Buffer* gscbuf = nullptr;
-ID3D11Buffer* &GeometryShaderCache::GetConstantBuffer()
+ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
{
- // TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
- if (GeometryShaderManager::dirty)
- {
- D3D11_MAPPED_SUBRESOURCE map;
- D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
- memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
- D3D::context->Unmap(gscbuf, 0);
- GeometryShaderManager::dirty = false;
-
- ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
- }
- return gscbuf;
+ // TODO: divide the global variables of the generated shaders into about 5 constant buffers to
+ // speed this up
+ if (GeometryShaderManager::dirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map;
+ D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
+ D3D::context->Unmap(gscbuf, 0);
+ GeometryShaderManager::dirty = false;
+
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
+ }
+ return gscbuf;
}
// this class will load the precompiled shaders into our cache
class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
{
public:
- void Read(const GeometryShaderUid &key, const u8* value, u32 value_size)
- {
- GeometryShaderCache::InsertByteCode(key, value, value_size);
- }
+ void Read(const GeometryShaderUid& key, const u8* value, u32 value_size)
+ {
+ GeometryShaderCache::InsertByteCode(key, value, value_size);
+ }
};
const char clear_shader_code[] = {
- "struct VSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float4 vColor0 : COLOR0;\n"
- "};\n"
- "struct GSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float4 vColor0 : COLOR0;\n"
- " uint slice : SV_RenderTargetArrayIndex;\n"
- "};\n"
- "[maxvertexcount(6)]\n"
- "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
- "{\n"
- "for(int slice = 0; slice < 2; slice++)\n"
- "{\n"
- " for(int i = 0; i < 3; i++)\n"
- " {\n"
- " GSOUTPUT OUT;\n"
- " OUT.vPosition = o[i].vPosition;\n"
- " OUT.vColor0 = o[i].vColor0;\n"
- " OUT.slice = slice;\n"
- " Output.Append(OUT);\n"
- " }\n"
- " Output.RestartStrip();\n"
- "}\n"
- "}\n"
-};
+ "struct VSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
+ "};\n"
+ "struct GSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
+ "};\n"
+ "[maxvertexcount(6)]\n"
+ "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
+ "{\n"
+ "for(int slice = 0; slice < 2; slice++)\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vColor0 = o[i].vColor0;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
+ "}\n"
+ "}\n"};
const char copy_shader_code[] = {
- "struct VSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float3 vTexCoord : TEXCOORD0;\n"
- " float vTexCoord1 : TEXCOORD1;\n"
- "};\n"
- "struct GSOUTPUT\n"
- "{\n"
- " float4 vPosition : POSITION;\n"
- " float3 vTexCoord : TEXCOORD0;\n"
- " float vTexCoord1 : TEXCOORD1;\n"
- " uint slice : SV_RenderTargetArrayIndex;\n"
- "};\n"
- "[maxvertexcount(6)]\n"
- "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
- "{\n"
- "for(int slice = 0; slice < 2; slice++)\n"
- "{\n"
- " for(int i = 0; i < 3; i++)\n"
- " {\n"
- " GSOUTPUT OUT;\n"
- " OUT.vPosition = o[i].vPosition;\n"
- " OUT.vTexCoord = o[i].vTexCoord;\n"
- " OUT.vTexCoord.z = slice;\n"
- " OUT.vTexCoord1 = o[i].vTexCoord1;\n"
- " OUT.slice = slice;\n"
- " Output.Append(OUT);\n"
- " }\n"
- " Output.RestartStrip();\n"
- "}\n"
- "}\n"
-};
+ "struct VSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
+ "};\n"
+ "struct GSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
+ "};\n"
+ "[maxvertexcount(6)]\n"
+ "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
+ "{\n"
+ "for(int slice = 0; slice < 2; slice++)\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vTexCoord = o[i].vTexCoord;\n"
+ " OUT.vTexCoord.z = slice;\n"
+ " OUT.vTexCoord1 = o[i].vTexCoord1;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
+ "}\n"
+ "}\n"};
void GeometryShaderCache::Init()
{
- unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
- D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
- CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
- D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf, "geometry shader constant buffer used to emulate the GX pipeline");
-
- // used when drawing clear quads
- ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
- CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
-
- // used for buffer copy
- CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
- CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
-
- Clear();
-
- if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
- File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
-
- std::string cache_filename = StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
- SConfig::GetInstance().m_strUniqueID.c_str());
- GeometryShaderCacheInserter inserter;
- g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
-
- if (g_Config.bEnableShaderDebugging)
- Clear();
-
- last_entry = nullptr;
+ unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
+ D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER,
+ D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
+ HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
+ CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf,
+ "geometry shader constant buffer used to emulate the GX pipeline");
+
+ // used when drawing clear quads
+ ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
+ CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
+
+ // used for buffer copy
+ CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
+ CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
+
+ Clear();
+
+ if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
+ File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
+
+ std::string cache_filename =
+ StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
+ SConfig::GetInstance().m_strUniqueID.c_str());
+ GeometryShaderCacheInserter inserter;
+ g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
+
+ if (g_Config.bEnableShaderDebugging)
+ Clear();
+
+ last_entry = nullptr;
}
// ONLY to be used during shutdown.
void GeometryShaderCache::Clear()
{
- for (auto& iter : GeometryShaders)
- iter.second.Destroy();
- GeometryShaders.clear();
- geometry_uid_checker.Invalidate();
+ for (auto& iter : GeometryShaders)
+ iter.second.Destroy();
+ GeometryShaders.clear();
+ geometry_uid_checker.Invalidate();
- last_entry = nullptr;
+ last_entry = nullptr;
}
void GeometryShaderCache::Shutdown()
{
- SAFE_RELEASE(gscbuf);
+ SAFE_RELEASE(gscbuf);
- SAFE_RELEASE(ClearGeometryShader);
- SAFE_RELEASE(CopyGeometryShader);
+ SAFE_RELEASE(ClearGeometryShader);
+ SAFE_RELEASE(CopyGeometryShader);
- Clear();
- g_gs_disk_cache.Sync();
- g_gs_disk_cache.Close();
+ Clear();
+ g_gs_disk_cache.Sync();
+ g_gs_disk_cache.Close();
}
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
- GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
- if (g_ActiveConfig.bEnableShaderDebugging)
- {
- ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
- geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
- }
-
- // Check if the shader is already set
- if (last_entry)
- {
- if (uid == last_uid)
- {
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
- return true;
- }
- }
-
- last_uid = uid;
-
- // Check if the shader is a pass-through shader
- if (uid.GetUidData()->IsPassthrough())
- {
- // Return the default pass-through shader
- last_entry = &pass_entry;
- return true;
- }
-
- // Check if the shader is already in the cache
- GSCache::iterator iter;
- iter = GeometryShaders.find(uid);
- if (iter != GeometryShaders.end())
- {
- const GSCacheEntry &entry = iter->second;
- last_entry = &entry;
-
- return (entry.shader != nullptr);
- }
-
- // Need to compile a new shader
- ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
-
- D3DBlob* pbytecode;
- if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
- {
- GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
- return false;
- }
-
- // Insert the bytecode into the caches
- g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
-
- bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
- pbytecode->Release();
-
- if (g_ActiveConfig.bEnableShaderDebugging && success)
- {
- GeometryShaders[uid].code = code.GetBuffer();
- }
-
- return success;
+ GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
+ if (g_ActiveConfig.bEnableShaderDebugging)
+ {
+ ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
+ geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
+ }
+
+ // Check if the shader is already set
+ if (last_entry)
+ {
+ if (uid == last_uid)
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+ return true;
+ }
+ }
+
+ last_uid = uid;
+
+ // Check if the shader is a pass-through shader
+ if (uid.GetUidData()->IsPassthrough())
+ {
+ // Return the default pass-through shader
+ last_entry = &pass_entry;
+ return true;
+ }
+
+ // Check if the shader is already in the cache
+ GSCache::iterator iter;
+ iter = GeometryShaders.find(uid);
+ if (iter != GeometryShaders.end())
+ {
+ const GSCacheEntry& entry = iter->second;
+ last_entry = &entry;
+
+ return (entry.shader != nullptr);
+ }
+
+ // Need to compile a new shader
+ ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
+
+ D3DBlob* pbytecode;
+ if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
+ return false;
+ }
+
+ // Insert the bytecode into the caches
+ g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
+
+ bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
+ pbytecode->Release();
+
+ if (g_ActiveConfig.bEnableShaderDebugging && success)
+ {
+ GeometryShaders[uid].code = code.GetBuffer();
+ }
+
+ return success;
}
-bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
+bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
+ unsigned int bytecodelen)
{
- ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
- if (shader == nullptr)
- return false;
+ ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
+ if (shader == nullptr)
+ return false;
- // TODO: Somehow make the debug name a bit more specific
- D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
+ // TODO: Somehow make the debug name a bit more specific
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
- // Make an entry in the table
- GSCacheEntry newentry;
- newentry.shader = shader;
- GeometryShaders[uid] = newentry;
- last_entry = &GeometryShaders[uid];
+ // Make an entry in the table
+ GSCacheEntry newentry;
+ newentry.shader = shader;
+ GeometryShaders[uid] = newentry;
+ last_entry = &GeometryShaders[uid];
- if (!shader)
- return false;
+ if (!shader)
+ return false;
- return true;
+ return true;
}
} // DX11